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/*
Sabre Fighter Plane Simulator
Copyright (c) 1997 Dan Hammer
Portions Donated By Antti Barck
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 1, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*************************************************
* SABRE Fighter Plane Simulator *
* Version: 0.1 *
* File : flight.C *
* Date : March, 1997 *
* Author : Dan Hammer *
*************************************************
* Notes 12/16/95
* Some progress made on getting pitch & yaw to work in
* plane coordinants (i.e., if you pitch up and the plane
* is rolled 90 degrees, you should move parallel to the
* horizon.
* The remaining problem is getting the roll correct after
* the pitch/yaw.
*
* There are two methods to deal with this, flagged by
* 'roll_method'. When 1, a quick, easy solution is used
* but no attempt made to correct roll. When 0, a more
* expensive method is used, and the roll is corrected except
* when phi is near 0 ... which needs more research
*
*
* 06/16/96 Finally got the rotations to work properly. Not
* very pretty, but it will do for now.
*
*
* 01/04/97 My father suggested that the angle of attack above which
* stall occurs be a function of velocity. Well, heck if I'm
* not going to listen to my father!
*
*
* 02/10/98
* combined flight.C & flt_cmpl.C, eliminated Flight_Complex subclass
*/
#include <stdio.h>
#include <iostream.h>
#include <fstream.h>
#include <math.h>
#include <limits.h>
#include <values.h>
#include "defs.h"
#include "pc_keys.h"
#include "simerr.h"
#include "simfile.h"
#include "vmath.h"
#include "port_3d.h"
#include "flight.h"
#include "rtkey.h"
int no_g = 0;
int no_f = 0;
int no_r = 0;
int no_l = 0;
int no_d = 0;
#define INT_PERC(x) (((float)x) / 100.0)
extern REAL_TYPE getGroundLevel(R_3DPoint &);
REAL_TYPE Flight::rot_acc_max = 24.0;
REAL_TYPE Flight::rot_rate_max = _PI34;
REAL_TYPE Flight::rot_max = _PI2 * 0.4;
void Flight::read(istream &is)
{
char c;
READ_TOKI('{',is,c);
is >> controls >> state >> c;
READ_TOK('}',is,c);
state.pitch_rate = state.yaw_rate = state.roll_rate = 0.0;
forces.pitch_acc = forces.yaw_acc = forces.roll_acc = 0.0;
state.flight_port.delta_look_from(Vector(0,0,specs->g_height));
state.weight = specs->weight;
}
void Flight::write(ostream &os)
{
os << "{\n " << controls << " " << state << "\n}\n";
}
void Flight::start()
{
l_time = 0.1;
state.elapsed_time = 0.0;
calcState(l_time);
calcForces(l_time);
calcRotations(l_time);
}
void Flight::pause()
{
}
void Flight::update()
{
// Get elapsed time in microseconds
l_time = time_frame;
if (l_time <= 0.0)
l_time = 0.1;
if (!no_f)
applyForces(l_time);
// Calculate & apply rotations
if (!no_r)
applyRotations(l_time);
// Calc forces for next iteration
calcState(l_time);
calcForces(l_time);
calcRotations(l_time);
}
// Calculate some of the aspects of
// the flight, i.e. heading, angle_of_attack, & yaw
void Flight::calcState(float t)
{
R_KEY_BEGIN(332)
float aoa;
float d;
if (t <= 0.0)
t = 0.1;
state.elapsed_time += t;
// Convert the velocity vector, which is in world coordinants,
// to port coordinants
state.vel_pv = to_port(state.velocity.direction);
// Separate out the velocity occuring along the axis of the plane
// (which is the z component in port coords)
float zvl = state.velocity.magnitude * state.vel_pv.Z;
state.delta_z_vel = (zvl - state.z_vel) / t;
state.z_vel = zvl;
// Get climb rate
zvl = state.velocity.magnitude * state.velocity.direction.Z;
state.delta_climb_vel = (zvl - state.climb_vel) / t;
state.climb_vel = zvl;
// Determine angle of attack, which is the angle formed between
// the axis of the plane and the velocity vector, in the vertical plane
if (state.velocity.magnitude > 0.01)
{
float z_sq = state.vel_pv.Z * state.vel_pv.Z;
aoa = state.vel_pv.Y / (sqrt ( (state.vel_pv.Y * state.vel_pv.Y) + z_sq ) );
state.angle_of_attack = asin(-aoa);
state.yaw = state.vel_pv.X / ( sqrt ( (state.vel_pv.X * state.vel_pv.X) + z_sq ) );
// state.yaw = acos(state.yaw);
}
else
{
state.angle_of_attack = 0.0;
state.yaw = 0.0;
}
// Determine heading
state.h_direction = DVector(state.flight_port.look_at.x -
state.flight_port.look_from.x,
state.flight_port.look_at.y -
state.flight_port.look_from.y,
0.0);
state.h_direction.Normalize();
state.heading = atan2(state.h_direction.Y + eps,state.h_direction.X + eps);
// Make heading 0 <= h < 2pi
if (state.heading < 0.0)
state.heading = 6.2831853 + state.heading;
// Set inverted flag
state.negative_phi = 0;
state.negative_roll = 0;
if ((state.flight_port.slook_from.phi < _2PI) &&
(state.flight_port.slook_from.phi > _PI))
state.negative_phi = 1;
if ((state.flight_port.roll > _PI2) &&
(state.flight_port.roll < _PI34))
state.negative_roll = 1;
if (state.negative_roll)
{
if (state.negative_phi)
state.inverted = 0;
else
state.inverted = 1;
}
else if (state.negative_phi)
{
if (state.negative_roll)
state.inverted = 0;
else
state.inverted = 1;
}
else
state.inverted = 0;
/* calc ground level, agl, and deltas */
d = getGroundLevel(state.flight_port.look_from);
state.d_ground_height = (d - state.ground_height) / t;
state.ground_height = d;
d = state.flight_port.look_from.z - state.ground_height;
state.d_agl = d - state.agl;
state.d_agl /= t;
state.agl = d;
if (state.flight_port.look_from.z <= state.ground_height + specs->g_height)
state.on_ground = 1;
else
{
state.on_ground = 0;
state.was_airborne = 1;
}
float load = forces.lift.magnitude / state.weight;
if (forces.lift.direction.Y < 0.0)
load = -load;
state.d_load = (load - state.load) / t ;
state.load = load;
float d1 = state.flight_port.look_from.z / world_scale;
if (no_l)
state.air_density = 1.0;
else
{
if (d1 <= 1000.0)
state.air_density = 1.0;
else if (d1 >= 100000.0)
state.air_density = 0.05;
else
state.air_density = 1.0 - (d1 / 200000.0) + 0.10;
}
R_KEY_END
}
// Calculate the forces acting on the flight.
// We assume a viewpoint equivalent to that obtained by
// the port.world2port transformation. From this vantage
// point, thrust occurs along the z-axis, lift along the y-axis
void Flight::calcForces(float)
{
R_KEY_BEGIN(333) // Flight::calcForces
float aoa_drg;
float yaw_drg;
float eff_aoa;
float a_aoa,mx_aoa;
float vel_sq = state.velocity.magnitude * state.velocity.magnitude;
float z_vel_sq = state.z_vel * state.z_vel;
if (state.z_vel < 0)
z_vel_sq = -z_vel_sq;
if (vel_sq < 1.0)
vel_sq = 1.0 + (1.0 - vel_sq);
/***********************************************************
* thrust *
***********************************************************/
forces.thrust.magnitude = specs->max_thrust *
(controls.throttle / 100.0 ) *
mods.engine_e *
state.air_density;
forces.thrust.direction = DVector(0,0,1);
/***********************************************************
* drag *
***********************************************************/
forces.drag.magnitude = 0.0;
float add_drag = 0.0;
if (!no_d && state.velocity.magnitude > 0.1)
{
aoa_drg = (fabs(state.angle_of_attack) + specs->wing_aoa) *
specs->drag_aoa;
yaw_drg = fabs(state.yaw) * specs->drag_yaw;
add_drag += (aoa_drg + yaw_drg) * vel_sq;
if (state.on_ground)
{
add_drag += specs->drag_whls * vel_sq;
if (!controls.landing_gear)
add_drag += specs->drag_whls * 100 * vel_sq;
if (controls.wheel_brakes && state.velocity.magnitude <=
specs->max_wb)
add_drag += specs->drag_wb * vel_sq * mods.wheel_brakes_e;
}
if (controls.speed_brakes)
add_drag += specs->drag_sb * z_vel_sq * mods.speed_brakes_e;
if (controls.landing_gear)
add_drag += specs->drag_gr * vel_sq;
if (controls.flaps)
add_drag += ((float)controls.flaps) * specs->flap_drag * z_vel_sq;
// Parasitic drag - proportional to velocity square
forces.drag.magnitude = vel_sq * specs->drag_factor * mods.drag_e;
// Induced drag - proportional to lift and inversely proportional to velocity square
forces.drag.magnitude += ((specs->idrag_factor * fabs(forces.lift.magnitude) )
/ vel_sq ) * mods.drag_e;
// Add additional sources of drag
forces.drag.magnitude += add_drag * mods.drag_e;
forces.drag.magnitude *= state.air_density;
}
// Make the drag direction opposite that of velocity
forces.drag.direction = to_port(state.velocity.direction);
forces.drag.direction.Z *= -1.0;
forces.drag.direction.Y *= -1.0;
forces.drag.direction.X *= -1.0;
forces.drag.direction.Normalize();
/***********************************************************
* lift *
***********************************************************/
// Have stall angle be a function of velocity (... thanks Dad!)
state.stalled = 0;
eff_aoa = specs->wing_aoa + state.angle_of_attack;
a_aoa = fabs(eff_aoa);
mx_aoa = specs->max_aoa_factor * state.velocity.magnitude;
if (mx_aoa > specs->max_aoa)
mx_aoa = specs->max_aoa;
if (a_aoa <= mx_aoa)
{
state.near_stall = mx_aoa - a_aoa;
forces.lift.magnitude = z_vel_sq * specs->lift_factor * eff_aoa *
mods.wing_e;
if (controls.flaps)
forces.lift.magnitude += z_vel_sq * ((float)controls.flaps)
* specs->flap_lift * mods.flaps_e;
forces.lift.magnitude *= state.air_density;
}
else
{
/*
This is a very abrupt stall, admittedly, but
I wanted it to be dramatic. Better, the lift.magnitude
should be reduced by some factor
*/
forces.lift.magnitude = 0.0;
state.near_stall = 0.0;
if (z_vel_sq > 0.1)
state.stalled = 1;
}
if (forces.lift.magnitude < 0)
{
forces.lift.magnitude = -forces.lift.magnitude;
forces.lift.direction = DVector(0,-1,0);
}
else
forces.lift.direction = DVector(0,1,0);
/*
Wing loading is limited here ...
*/
// Limit load
if ((forces.lift.magnitude / state.weight) > specs->load_limit)
forces.lift.magnitude = specs->load_limit * state.weight;
/***********************************************************
* weight *
***********************************************************/
if (no_g)
forces.g.magnitude = 0;
else
forces.g.magnitude = state.weight;
forces.g.direction = DVector(0,0,-1);
R_KEY_END
}
/********************************************
* Calculate rotational forces on the flight*
********************************************/
void Flight::calcRotations(float )
{
R_KEY_BEGIN(330) // Flight::calcRotations
float torque,drag_torque;
float eff_aoa;
float eff_yaw;
if (no_l)
state.vel_factor = 1.0;
else
{
state.vel_factor = fabs(state.velocity.magnitude)
/ specs->corner_speed;
if (state.vel_factor > 1.0)
state.vel_factor = 1.0;
else if (state.vel_factor < 0.0)
state.vel_factor = 0.0;
}
eff_aoa = state.angle_of_attack;
eff_yaw = state.yaw;
// Pitch
float e_t = controls.elevators + controls.trim;
// calc tendency of plane to return to 0 angle-of-attack
torque = specs->return_pitch * eff_aoa * mods.h_stab_e;
// calc control position of elevators
// Don't allow plane to pitch down when on ground
if (state.on_ground)
{
if (e_t > 0)
torque += -e_t * specs->control_pitch * mods.elevators_e;
}
else
torque += -e_t * specs->control_pitch * mods.elevators_e;
drag_torque = state.pitch_rate * state.pitch_rate * specs->pitch_drag *
mods.drag_e;
if (state.pitch_rate < 0)
drag_torque = -drag_torque;
forces.pitch_acc = torque - drag_torque + mods.pitch_out;
forces.pitch_acc *= state.air_density * state.vel_factor;
// Yaw
torque = specs->return_yaw * eff_yaw * mods.v_stab_e;
if (controls.rudder)
torque += controls.rudder * specs->control_yaw * mods.rudder_e;
if (specs->adv_yaw != 0.0 && controls.ailerons &&
!state.on_ground )
torque += specs->adv_yaw * controls.ailerons;
routine_key = 3307;
drag_torque = state.yaw_rate * state.yaw_rate * specs->yaw_drag *
mods.drag_e;
if (state.yaw_rate < 0.0)
drag_torque = -drag_torque;
forces.yaw_acc = torque - drag_torque + mods.yaw_out;
forces.yaw_acc *= state.air_density * state.vel_factor;
// Roll
forces.roll_acc = 0;
// Don't allow plane to roll when on ground
if (!state.on_ground)
{
torque = controls.ailerons * specs->control_roll * mods.ailerons_e;
if (specs->adv_roll != 0.0)
torque -= specs->adv_roll * state.yaw;
if (state.stalled && specs->stall_spin != 0.0)
torque += specs->stall_spin;
drag_torque = state.roll_rate * state.roll_rate * specs->roll_drag *
mods.drag_e;
if (state.roll_rate < 0.0)
drag_torque = -drag_torque;
forces.roll_acc = torque - drag_torque + mods.spin_out;
forces.roll_acc *= state.air_density * state.vel_factor;
LIMIT(forces.roll_acc,rot_acc_max);
}
else
forces.roll_acc = state.roll_rate = 0.0;
R_KEY_END
}
/*************************************************************
* apply "vector" forces *
*************************************************************/
void Flight::applyForces(float t)
{
R_KEY_BEGIN(5)
Vector_Q sum_forces,acc;
Vector_Q tmp1,tmp2;
Vector delta;
DVector vc;
DVector world_v;
// Flag which is set when the 'normal' force is active
int no_z = 0;
// Add up all 'port coordinant' forces
sum_forces.direction = to_vector(forces.thrust)
+ to_vector(forces.drag)
+ to_vector(forces.lift);
sum_forces.magnitude = sum_forces.direction.Magnitude();
if (sum_forces.magnitude > 0)
{
sum_forces.direction.X /= sum_forces.magnitude;
sum_forces.direction.Y /= sum_forces.magnitude;
sum_forces.direction.Z /= sum_forces.magnitude;
}
else
sum_forces.direction.X = sum_forces.direction.Y =
sum_forces.direction.Z = 0;
// Convert to world coordinants & add in gravity
world_v = to_world(sum_forces.direction);
sum_forces.direction = world_v;
sum_forces = sum_forces + forces.g;
// If on ground, apply normal force
if (state.on_ground)
{
no_z = 1;
// record landing parameters
if (state.was_airborne)
{
state.landing_z = state.climb_vel;
state.landing_velocity = state.z_vel;
state.landing_aoa = state.angle_of_attack;
state.landing_pitch = state.flight_port.slook_from.phi;
state.landing_roll = state.flight_port.roll;
state.was_airborne = 0;
state.landing_recorded = 1;
}
if (sum_forces.direction.Z < 0)
{
vc = to_vector(sum_forces);
vc.Z = 0;
sum_forces.magnitude = vc.Magnitude();
vc.Normalize();
sum_forces.direction = vc;
}
}
// Determine acceleration
// a = F / m
float mass = state.weight / g;
acc.magnitude = sum_forces.magnitude / mass;
acc.direction = sum_forces.direction;
DVector delta_v;
// Apply to position
// s = v0t + 1/2at^2
tmp1 = state.velocity;
tmp1.magnitude *= t;
tmp2 = acc;
tmp2.magnitude *= (t * t);
tmp2.magnitude /= 2;
tmp1 = tmp1 + tmp2;
delta_v = to_vector(tmp1);
delta_v *= world_scale;
delta = delta_v.to_vector();
state.flight_port.delta_look_from(delta);
if (no_z && delta.Z < 0)
delta.Z = 0;
// Calculate new velocity
// v = v0 + at
tmp1 = acc;
tmp1.magnitude *= t;
state.velocity = state.velocity + tmp1;
if (state.velocity.magnitude >= specs->max_speed)
state.velocity.magnitude = specs->max_speed;
// Kill any negative
if (state.velocity.magnitude < 0.0)
state.velocity.magnitude = 0.0;
if (no_z && state.velocity.direction.Z < 0)
{
state.velocity.magnitude -= (state.velocity.magnitude *
state.velocity.direction.Z);
state.velocity.direction.Z = 0;
if (state.flight_port.look_from.z < state.ground_height + specs->g_height)
state.flight_port.delta_look_from(Vector(0,0,
(state.ground_height + specs->g_height)
- state.flight_port.look_from.z));
}
if (no_z)
{
float aX;
DVector v = to_port(state.velocity.direction);
aX = fabs(v.X);
if (aX > 0.0)
{
state.velocity.magnitude -= state.velocity.magnitude * aX;
v.X = 0.0;
state.velocity.direction = to_world(v);
}
}
if (state.on_ground
&& controls.wheel_brakes
&& state.velocity.magnitude <= specs->max_wb)
state.velocity.magnitude = DAMP(state.velocity.magnitude,specs->wb_damp * t);
R_KEY_END
}
/*************************************************************
* apply "rotational" forces *
*************************************************************/
void Flight::applyRotations(float t )
{
R_KEY_BEGIN(334)
float pitch,yaw,roll,x,y,z;
float xs,ys,zs;
float t_sq;
float prate,yrate,rrate;
prate = state.pitch_rate;
yrate = state.yaw_rate;
rrate = state.roll_rate;
t_sq = t * t;
/*************************
* calc pitch *
*************************/
pitch = state.pitch_rate * t + 0.5 * t_sq * forces.pitch_acc;
state.pitch_rate += forces.pitch_acc * t;
LIMIT(pitch,rot_max);
/***********************
* calc yaw *
***********************/
yaw = state.yaw_rate * t + 0.5 * t_sq * forces.yaw_acc;
state.yaw_rate += forces.yaw_acc * t;
LIMIT(yaw,rot_max);
/**********************
* apply pitch & yaw *
**********************/
// look_at in local coords
x = 0;
y = 0;
z = 1;
// Rotate about x-axis for pitch
xs = x;
ys = y * cos(pitch) - z * sin(pitch);
zs = y * sin(pitch) + z * cos(pitch);
// Rotate about y-axis for yaw
y = ys;
x = xs * cos(yaw) + zs * sin(yaw);
z = -xs * sin(yaw) + zs * cos(yaw);
// Now, transform to world coords
R_3DPoint wp;
R_3DPoint lp(x,y,z);
state.flight_port.port2world(lp,&wp);
/****************************************************
* Now, we need to correct the roll, which somehow *
* gets out-of-whack after we've applied the above. *
****************************************************/
state.flight_port.align_port(wp);
/*************************
* calc roll *
*************************/
if (!state.on_ground)
{
roll = state.roll_rate * t + 0.5 * t_sq * forces.roll_acc;
state.roll_rate += forces.roll_acc * t;
LIMIT(roll,rot_max);
state.flight_port / roll;
}
else
{
if (state.negative_phi)
state.flight_port.set_roll(_PI);
else
state.flight_port.set_roll(0);
state.roll_rate = 0.0;
forces.roll_acc = 0.0;
}
/**********************
* damp rates *
**********************/
LIMIT(state.pitch_rate,rot_rate_max);
LIMIT(state.yaw_rate,rot_rate_max);
LIMIT(state.roll_rate,rot_rate_max);
state.pitch_rate = DAMP(state.pitch_rate,specs->pitch_damp * t);
state.yaw_rate = DAMP(state.yaw_rate,specs->yaw_damp * t);
state.roll_rate = DAMP(state.roll_rate,specs->roll_damp * t);
// Get change in rotational rates
state.d_pitch_rate = (state.pitch_rate - prate) / t;
state.d_yaw_rate = (state.yaw_rate - yrate) / t;
state.d_roll_rate = (state.roll_rate - rrate) / t;
R_KEY_END
}
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